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scummvm-cursorfix/engines/wintermute/base/sound/base_sound_manager.h
2026-02-02 04:50:13 +01:00

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2.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_SOUNDMGR_H
#define WINTERMUTE_BASE_SOUNDMGR_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base.h"
#include "audio/mixer.h"
#include "common/array.h"
namespace Wintermute {
class BaseSoundBuffer;
class BaseSoundMgr : public BaseClass {
public:
float posToPan(int x, int y);
bool resumeAll();
bool pauseAll(bool includingMusic = true);
bool cleanup();
//DECLARE_PERSISTENT(BaseSoundMgr, BaseClass)
byte getMasterVolumePercent();
byte getMasterVolume();
bool setMasterVolumePercent(byte percent);
byte getVolumePercent(TSoundType type);
bool setVolumePercent(TSoundType type, byte percent);
bool setVolume(TSoundType type, int volume);
int32 _volumeMaster;
bool removeSound(BaseSoundBuffer *sound);
BaseSoundBuffer *addSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100);
bool addSound(BaseSoundBuffer *sound, TSoundType type = TSoundType::SOUND_SFX);
bool initLoop();
bool initialize();
bool _soundAvailable;
BaseSoundMgr(BaseGame *inGame);
~BaseSoundMgr() override;
BaseArray<BaseSoundBuffer *> _sounds;
void saveSettings();
};
} // End of namespace Wintermute
#endif